The world of Remnant
Powered by Dust, and surrounded by the dark creatures of Grimm, mankind has long fought against the forces of extinction. And always, Mankind stayed on top, in no small part due to their strongest warriors: the Hunters and Huntresses. These highly trained warriors wield dust, weapons, and their very souls as weapons to hold back the shadows threatening to swallow all of life. The four Kingdoms, Vacuo of the west, Vale of the center, Atlas of the north, and Mistral of the east, stand as safe havens for those Hunters protect, and as centers of learning for those same warriors to rise.
Within the kingdom of vale stands Beacon Academy, one of the legendary schools for junior hunters and huntresses. It is here that the protectors of the world are created, where students are turned into legendary heroes. Assuming, that is, they can survive.
Important Information
Beacon School Uniforms -
Uniforms at Beacon are, loosely enforced. In fact, the dress code is almost optional, though most students wear their uniforms to avoid constantly wearing heavy armour all day, though students are free to wear what they wish within reason. Uniforms are avoided for combat practice, for obvious reasons.
Cross Continental Transmit (CCT) - A network produced by the kingdom of Atlas that allows efficient, long distance communication via video-calls. There are large towers in each kingdom that act as major communication centers, though public libraries and other locations have similar networks.
Scroll - A sort of handheld device, it can open up to reveal a holographic tablet-like interface. Scrolls are very common, as they act as not only a tablet to message others with short voice/text messages (along with any other function a tablet generally possesses), but can read several aura levels at once, be set to stick to any surface, store large amounts of data, transmit data with a port on the bottom, and can act as a key or identification tool.
Faunus - Humanoids with animal traits, Faunus are generally treated poorly in Remnant. Many humans treat them with contempt, either like animals or second-class citizens, though attitudes are different person to person. They differ from humans physically, often by having very obvoius animal features, such as a tail or ears (faunus with animal ears also seem to have human ears), horns, or retractable claws in some cases.
Many faunus also have night vision, or other animal like features not physically apparant (a cat like faunus might like tuna a lot, or a monkey faunus might like bananas).
White Fang - A once-peaceful protest group of Faunus civil rights, the White fang has recently become more aggressive and violent. Many acts they perpetrate are terrorist in nature, such as their violent war with the Schnee dust company.
The Color Naming Rule - It's a bit hard to explain, but essentially every name ever, and team names included, is somehow related to a color except for Dr. Ozpin's name. (The link included here might help explain it better)
Aura - The outward projection of the soul, a Hunter's Aura acts as a shield against harm, and heals minor cuts and scrapes the Hunter receives. With practice a Hunter can focus their aura to fend off harm even when without their weapon.
Semblance - Each aura has a unique power in addition to the basic protection and minor healing. This is known as a Semblance, and can vary greatly among hunters.
Weapons - In Remnant, the weapons wielded by hunters and hunters in training are almost always constructed by the students themselves, and tend to share nothing in common. Except, perhaps, that almost every single weapon is also somehow a gun. It's not a guaranteed rule, but exceptions aren't entirely common.